Rocks and Pools | Free Adventure for D&D and PF2e

Rocks and Pools | Free Adventure for D&D and PF2e

Designed by Trevar “Dramatic Dragons” Fracchiolla
Cartography by Architect GM
PF2e Conversion by Zac Chaney

Rocks and Pools is a level 5 D&D adventure featuring a green hag who uses enchanted crystals and mind control to charm defenders into attacking travelers. The party stumbles upon these enthralled soldiers in a crystal-filled gulley and must decide whether to kill or save them. Surviving soldiers can reveal the location of the hag’s lair, where she awaits with more captives and toxic mist. Players must navigate moral dilemmas, avoid explosive traps, and either defeat or bargain with the hag to end her reign. Success earns regional favor, while failure may provoke future revenge.

Rocks and Pools - D&D 5e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

  • Where will this adventure take place in your world?
  • Should you change any of the location names to make them better fit your campaign setting?
  • Should you increase or decrease the loot, including adding or removing magic items?
  • Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four to six level-five characters.

Creatures. This adventure features the following creatures: berserker, green hag, knight, scout.

Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.

Loot. This adventure contains the following treasure: stone of good luck, longsword +1, shield +1.

NPC Names

Some example names for the NPCs in this adventure are included below:

  • Jorvan Forundi
  • Liana Tiergan
  • Lawrence Alwin
  • Dierdre Caldwell

Crystal Gulley

The road cuts through a gulley, which opens into a wide bowl amidst brittle, dying plants and large green crystals. The light shimmers through the translucent exterior until it bathes the boulders and sheer rock faces in its unusual light. Cracks spiderweb across the dry earth, the sandy soil untouched by water recently.

Crystal Traps. A character that succeeds on a DC 15 Intelligence (Nature) check or a DC 17 Wisdom (Survival) check can tell that the crystals are not natural but engineered. Each cluster of crystals contains poisonous gases that, when broken (AC 16, 6 hp), will disperse in a 10-foot radius sphere. A creature within range must succeed on a DC 15 Constitution saving throw, taking 21 (6d6) poison damage and becoming poisoned on a fail. On a success, the creature takes half damage and is not poisoned.

Tall Cliffs. The cliff faces leading down to the center of the space are 10 feet high, while the surrounding cliffs are 20 feet high.

“Friendly” Faces. A knight, two berserkers, and two scouts gather in the center of the bowl, along with a green hag disguised as an illusory noblewoman.

 Roleplaying Notes.

·         The knight calls out to the characters, asking if they are there to help protect their fair queen. His language is stilted and overly formal, like a courtier’s.

·         If the characters ask to know more, he invites them to join their camp (this is a trick to get the characters closer).

·         Once the characters are near one of the crystals, he orders his companions to attack.

·         If the characters express ambivalence or disinterest, the knight becomes enraged and declares them villains, ordering his companions to attack.

·         When the knight commands the group to attack, the green hag cackles and lets the illusion vanish.

Encounter Notes.

·         The green hag immediately becomes invisible and leaves the scene. The characters can only track her through magical means.

·         The scouts target any crystals near the characters with their bows while the berserkers charge in to engage the characters with greataxes.

·         The knight targets characters with his crossbow until the characters defeat the two berserkers, at which point he approaches with his greatsword.

·         The hag has ensorcelled the humanoids; if any are struck by a critical hit or reduced to 10 hp, it will snap them out of the spell.

Enchanting Traces

Knights. If any soldiers survive the encounter, they can converse with the characters to provide more information.

Roleplaying Notes.

·         The soldiers are disoriented and confused after the hag’s influence. A DC 15 Intelligence (Arcana) check reveals that they were under a powerful enchantment where they were mind-controlled.

·         The soldiers explain it was their duty to ensure the road was safe for travelers, but they encountered a beautiful woman who transformed into a hag.

·         They were involved in several encounters with travelers in the following weeks, targeting them and collecting their valuables for the hag—whom they call Queen Grendaleaf.

·         One of the soldiers recalls that there were two more knights in their retinue that Grendaleaf kept as personal bodyguards. These two are likely still under her control and are guarding her treasure collection.

·         Despite the magical fog lingering in their minds, the soldiers can provide directions to where they can find the hag.

·         The soldiers ask the characters to assist them in freeing their comrades, promising to tell the local authorities about their role in the situation and increase their favor in the region.

Secure Allies. Due to their injuries and fear of being susceptible to the hag’s magic, the soldiers are unlikely to assist the characters. They can only be convinced to aid if the characters succeed on a DC 18 Charisma (Persuasion) check (increase the DC by two for every soldier killed in the combat).

Dreadful Pools

Parched ferns border the dry road leading to a hilltop clearing. Wisps of green fog curl around the ground, partially crystalized in the open air. Several watery pools divide the path in a Y shape, large boulders jutting upwards from their depths.

“Queen” Enchantress. A green hag lounges atop a throne of woven branches while two knights fawn over her like doting servants.

 Roleplaying Notes.

·         The hag reclines atop her throne as both ensorcelled knights dote on her; they only have eyes for her.

·         When the characters arrive, the hag welcomes them and introduces herself as Queen Grendaleaf.

·         She gestures toward the green fog, proudly explaining this to be an alchemical creation she designed. All it needs is water to condense the mist into crystals.

·         Grendaleaf is annoyed that the characters have damaged her “playthings.” However, she is willing to depart the area and free her remaining captives if the characters bargain with her.

·         Her interests lie in rare magical objects, but she might try to tempt characters with cryptic alternatives—such as a character’s need “to use spectacles” (she takes one of their eyes) or the ability “to taste their favorite food” (she claims their tongue).

·         If they make a bargain, she will honor it and not attempt to subvert the deal. However, she does collect her hidden treasure trove before departing.

·         If the characters attempt to deceive her or react with hostility, she cackles and informs them that she will make them her new playthings.

Encounter Notes.

·         She sends the knights to fight and defeat the characters in melee combat. They target whichever character is closest to the green hag.

·         If a knight gets struck by a critical hit or reduced to 10 hp, it snaps them out of the hag’s spell.

·         If a character steps within range of the crystals, the knights target the crystals to force them to shatter (see the earlier “Crystal Traps” note).

·         When reduced to 15 hp, the hag will attempt to escape; if it appears that escape is impossible, she will attempt to negotiate for her life.

Caustic Mist. The mists do not obscure sight, yet a creature that passes through the space must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half damage on a success. If one adds water to the mist, it solidifies into a cluster of green crystals (see earlier “Crystal Trap” note).

Hidden Trove. A character who succeeds on a DC 22 Wisdom (Perception) check while searching the lone boulder in the northeastern pool can discover a removable stone. Behind this is the hag’s treasure trove, which consists of four moonstones worth 50 gp each, a stone of good luck, a longsword +1, and a shield +1.

Conclusion

With the hag either eliminated or bargained with, the road becomes a little safer. The soldiers are eager to return to their homes and put the matter to rest, yet are more than happy to sing the characters’ praises to their superiors. The increase in favor may precede the characters as their careers grow in the region, opening doors that may otherwise have been closed. But if Queen Grendaleaf survived the encounter, she may eventually track down the characters and seek to make them pay for their interference, even if the results pleased her.

Rocks and Pools - PF2e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

  • Where will this adventure take place in your world?
  • Should you change any of the location names to make them better fit your campaign setting?
  • Should you increase or decrease the loot, including adding or removing magic items?
  • Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four level-five characters.

Creatures. This adventure features the following creatures: ruffian, green hag, virtuous defender, bandit.

Adventure Difficulty. The party can expect to encounter one moderate encounter and one severe encounter in this adventure.

Loot. This adventure contains the following treasure: +1 striking longsword, +1 shield, and an assortment of mundane loot.

NPC Names

Some example names for the NPCs in this adventure are included below:

  • Jorvan Forundi
  • Liana Tiergan
  • Lawrence Alwin
  • Dierdre Caldwell

Crystal Gulley            Moderate 5

The road cuts through a gulley, which opens into a wide bowl amidst brittle, dying plants and large green crystals. The light shimmers through the translucent exterior until it bathes the boulders and sheer rock faces in its unusual light. Cracks spiderweb across the dry earth, the sandy soil untouched by water recently.

Crystal Traps. A character that succeeds on a DC 20 Nature check or a DC 22 Survival check can tell that the crystals are not natural but engineered. Each cluster of crystals contains poisonous gases that, when broken (AC 16, 6 hp), will disperse in a 10-foot radius sphere. A creature within range takes 21 (6d6) poison damage (Basic DC 22 Fortitude save).

Tall Cliffs. The cliff faces leading down to the center of the space are 10 feet high, while the surrounding cliffs are 20 feet high.

“Friendly” Faces. A virtuous defender, two ruffians, and two bandits gather in the center of the bowl, along with a green hag disguised as an illusory noblewoman.

 Roleplaying Notes.

·         The virtuous defender calls out to the characters, asking if they are there to help protect their fair queen. His language is stilted and overly formal, like a courtier’s.

·         If the characters ask to know more, he invites them to join their camp (this is a trick to get the characters closer).

·         Once the characters are near one of the crystals, he orders his companions to attack.

·         If the characters express ambivalence or disinterest, the virtuous defender becomes enraged and declares them villains, ordering his companions to attack.

·         When the virtuous defender commands the group to attack, the green hag cackles and lets the illusion vanish.

Encounter Notes.

·         The green hag immediately becomes invisible and leaves the scene. The characters can only track her through magical means.

·         The bandits target any crystals near the characters with their slings while the ruffians charge in to engage the characters with clubs.

·         The virtuous defender targets characters with his longbow until the characters defeat the two ruffians, at which point he approaches with his longsword.

·         The hag has ensorcelled the humanoids; if any are struck by a critical hit or reduced to 10 hp, it will snap them out of the spell.

Enchanting Traces

Virtuous defenders. If any soldiers survive the encounter, they can converse with the characters to provide more information.

Roleplaying Notes.

·         The soldiers are disoriented and confused after the hag’s influence. A DC 20 Arcana check reveals that they were under a powerful enchantment where they were mind-controlled.

·         The soldiers explain it was their duty to ensure the road was safe for travelers, but they encountered a beautiful woman who transformed into a hag.

·         They were involved in several encounters with travelers in the following weeks, targeting them and collecting their valuables for the hag—whom they call Queen Grendaleaf.

·         One of the soldiers recalls that there were two more virtuous defenders in their retinue that Grendaleaf kept as personal bodyguards. These two are likely still under her control and are guarding her treasure collection.

·         Despite the magical fog lingering in their minds, the soldiers can provide directions to where they can find the hag.

·         The soldiers ask the characters to assist them in freeing their comrades, promising to tell the local authorities about their role in the situation and increase their favor in the region.

Secure Allies. Due to their injuries and fear of being susceptible to the hag’s magic, the soldiers are unlikely to assist the characters. They can only be convinced to aid if the characters succeed on a DC 22 Diplomacy check (increase the DC by two for every soldier killed in the combat).

Dreadful Pools                       Severe 5

Parched ferns border the dry road leading to a hilltop clearing. Wisps of green fog curl around the ground, partially crystalized in the open air. Several watery pools divide the path in a Y shape, large boulders jutting upwards from their depths.

“Queen” Enchantress. A green hag lounges atop a throne of woven branches while three virtuous defenders fawn over her like doting servants.

 Roleplaying Notes.

·         The hag reclines atop her throne as both ensorcelled virtuous defenders dote on her; they only have eyes for her.

·         When the characters arrive, the hag welcomes them and introduces herself as Queen Grendaleaf.

·         She gestures toward the green fog, proudly explaining this to be an alchemical creation she designed. All it needs is water to condense the mist into crystals.

·         Grendaleaf is annoyed that the characters have damaged her “playthings.” However, she is willing to depart the area and free her remaining captives if the characters bargain with her.

·         Her interests lie in rare magical objects, but she might try to tempt characters with cryptic alternatives—such as a character’s need “to use spectacles” (she takes one of their eyes) or the ability “to taste their favorite food” (she claims their tongue).

·         If they make a bargain, she will honor it and not attempt to subvert the deal. However, she does collect her hidden treasure trove before departing.

·         If the characters attempt to deceive her or react with hostility, she cackles and informs them that she will make them her new playthings.

Encounter Notes.

·         She sends the virtuous defenders to fight and defeat the characters in melee combat. They target whichever character is closest to the green hag.

·         If a virtuous defender gets struck by a critical hit or reduced to 10 hp, it snaps them out of the hag’s spell.

·         If a character steps within range of the crystals, the virtuous defenders target the crystals to force them to shatter (see the earlier “Crystal Traps” note).

·         When reduced to 15 hp, the hag will attempt to escape; if it appears that escape is impossible, she will attempt to negotiate for her life.

Caustic Mist. The mists do not obscure sight, yet a creature that passes through the space takes 2d8+7 poison damage (DC 22 Basic Fortitude save). If one adds water to the mist, it solidifies into a cluster of green crystals (see earlier “Crystal Trap” note).

Hidden Trove. A character who succeeds on a DC 22 Perception check while searching the lone boulder in the northeastern pool can discover a removable stone. Behind this is the hag’s treasure trove, which consists of four moonstones worth 50 sp each, a +1 striking longsword, and a +1 shield.

Conclusion

With the hag either eliminated or bargained with, the road becomes a little safer. The soldiers are eager to return to their homes and put the matter to rest, yet are more than happy to sing the characters’ praises to their superiors. The increase in favor may precede the characters as their careers grow in the region, opening doors that may otherwise have been closed. But if Queen Grendaleaf survived the encounter, she may eventually track down the characters and seek to make them pay for their interference, even if the results pleased her.


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